🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Anadi FateweaverCreature 5


UncommonNGMediumAnadiHumanoid
Source Pathfinder #169: Kindled Magic
Perception +14
Languages Anadi, Common
Skills Acrobatics +13, Athletics +11, Crafting +9, Medicine +12, Nature +14, Survival +12
Str +2, Dex +4, Con +0, Int +0, Wis +5, Cha +1

AC 21; Fort +9; Reflex +12; Will +15;
HP 75
Speed 25 feet (climb 25 feet)

Fangs One Action +13 (+8, +3) to hit (finesse) 2d6+6 Piercing
Shortsword One Action +13 (+9, +5) to hit (agile, finesse, versatile p) 1d6+6 Piercing
Composite Shortbow One Action +13 (+8, +3) to hit (deadly d10, propulsive, range increment 60, reload 0) 1d6+1 Piercing

Spin Silk (concentrate, exploration, manipulate)

By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment.

Fate's Threads Reaction (fortune)

Frequency three times per day

Trigger An ally within 30 feet of the anadi fateweaver that they can see makes a skill check or a saving throw


Effect The creature rerolls the triggering check and takes the new result.

Anadi Venom (poison)

Saving Throw DC 20 fortitude

Maximum Duration 4 rounds

Stage 1 1d6 poison damage and Flat-Footed (1 round)

Stage 2 1d6 poison damage, flat-footed, and Clumsy 1 (1 round)

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can't use their fangs attack. When in spider form, they can't use weapons.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.


Innate Arcane Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Dancing Lights, Detect Magic, Mage Hand, Message
1st Level: Color Spray, Mending, Unseen Servant
2nd Level: Blur, Web

Spontaneous Arcane Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Daze, Ghost Sound, Produce Flame, Shield
1st Level (3 slots): Illusory Object, Magic Missile, Ray of Enfeeblement
2nd Level (3 slots): Augury, Invisibility, Status
3rd Level (2 slots): Hypnotic Pattern, Mind Reading

Ritual

3rd Level: Arcane Weaving


The anadis manipulate the threads of fate as easily as they spin silk.


Anadis have three distinct forms-human, spider, and a beautiful but unnerving hybrid shape that is their true form. Despite their unsettling arachnid features, anadis are peaceful and form tight-knit communities.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Anadi

A reclusive people from Garund who resemble spiders and can assume human forms.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.